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Leading with sound : proactive sound practices in video game development / Rob Bridgett.
- Format:
- Book
- Author/Creator:
- Bridgett, Rob, author.
- Language:
- English
- Subjects (All):
- Video game music--Instruction and study.
- Video game music.
- Sound design.
- Physical Description:
- 1 online resource
- Place of Publication:
- New York : Routledge/Taylor & Francis Group, 2021.
- System Details:
- text file
- Contents:
- Part I Ports of entry p. 1
- 1 The big four: Understanding the four food-groups of audio (and how they inter-relate) p. 10
- 2 What drives the mix of your game? p. 22
- 3 Taking a psychological approach to sound categorisation p. 24
- 4 What is a game developer? p. 30
- 5 What is game audio? p. 38
- 6 What you may be missing: Vision to drive your tools and pipelines p. 46
- 7 Communication essentials: Managing expectations of quality (the 'L' scale) p. 51
- 8 Audio in concept p. 55
- Part II Sound design p. 63
- 9 Working with sound: Building from nothing: the importance of rules p. 69
- 10 Higher level is better p. 72
- 11 What is causing these sounds and where are they located?: Diegetic, non-diegetic and trans-diegetic sound p. 77
- 12 Ambiguity and clarity p. 84
- 13 Sound design: Designing for three audiences (player, spectator, creator) p. 93
- 14 Sound playback dynamics: Thinking horizontally, vertically and diagonally about asset design p. 98
- 15 Designing a moment: Temporality in interactive sound design p. 104
- 16 Leading with sound: Spectacle and immersion p. 109
- 17 Music as creative crutches: Reaching for music too soon and too late p. 117
- 18 Defining the sound: Towards an iconic music design p. 122
- 19 The shape of emotion: We can't feel emotion all the time p. 125
- 20 Diegetic, non-diegetic and trans-diegetic musical spaces p. 129
- 21 Non-diegetic space in recorded music p. 134
- 22 Leading with music: Music as spectacle throughout production and post-release p. 140
- Part IV Voice p. 143
- 23 Early dialogue development p. 145
- 24 The sound of voice p. 147
- 25 Casting philosophies (auditions, recording, iteration) p. 151
- 26 Let's do it again: Understanding and anticipating iterative cycles in dialogue development p. 154
- 27 Rethinking dialogue production p. 155
- 28 Leading with voice: Leveraging the spectacle of performance p. 159
- Part V The mix p. 161
- 29 Mix essentials p. 165
- 30 Philosophy of the mix: Narrative dynamics (pushing, pulling, shaping) p. 171
- 31 Some defining terminology and features of non-linear mixing p. 176
- 32 Mix consistency p. 183
- 33 Building the mix p. 186
- 34 Planning and surviving the major milestone and final mixes p. 192
- 35 Leading with the mix p. 196
- Part VI Fade out p. 201
- 36 Studio culture p. 203
- 37 Game audio studio spaces: Architectural problems in video game sound p. 206
- 38 Games are for everyone: Accessibility, options and customisation in audio for gamers p. 209
- 39 From invisible to visible: Finding our place, between vision and service p. 212.
- Notes:
- Includes bibliographical references and index.
- Electronic reproduction. London Available via World Wide Web.
- Description based on print version record and CIP data provided by publisher.
- Other Format:
- Print version: Bridgett, Rob. Leading with sound
- ISBN:
- 9781003082521
- 1003082521
- Publisher Number:
- 99988388142
- Access Restriction:
- Restricted for use by site license.
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